class AVRiLProjL extends LAWProj;

var     Emitter FlameTrail;
var     xEmitter    Trail;

simulated function PostBeginPlay()
{

	if ( Level.NetMode != NM_DedicatedServer )
	

    OrigLoc = Location;

    if( !bDud )
    {
        Dir = vector(Rotation);
        Velocity = speed * Dir;
    }

    super(ROBallisticProjectile).PostBeginPlay();
}

simulated function Explode(vector HitLocation, vector HitNormal)
{
    local Controller C;
    local PlayerController  LocalPlayer;

    bHasExploded = True;

    // Don't explode if this is a dud
    if( bDud )
    {
        Velocity = vect(0,0,0);
        LifeSpan=1.0;
        SetPhysics(PHYS_Falling);
    }


    PlaySound(ExplosionSound,,2.0);
    if ( EffectIsRelevant(Location,false) )
    {
        Spawn(class'KFNadeExplosionS',,,HitLocation + HitNormal*20,rotator(HitNormal));
        Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
    }

    BlowUp(HitLocation);
    Destroy();

    // Shake nearby players screens
    LocalPlayer = Level.GetLocalPlayerController();
    if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < DamageRadius) )
        LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);

    for ( C=Level.ControllerList; C!=None; C=C.NextController )
        if ( (PlayerController(C) != None) && (C != LocalPlayer)
            && (VSize(Location - PlayerController(C).ViewTarget.Location) < DamageRadius) )
            C.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
}

defaultproperties
{
     ExplosionSound=Sound'Inf_Weapons.satchel.satchel_explode031'
     ArmDistSquared=70000.000000
     ImpactDamageType=Class'PerksSimHostOrg.DamTypeRaijinW'
     ImpactDamage=2000
     AmbientVolumeScale=10.000000
     Speed=2000.000000
     MaxSpeed=2500.000000
     Damage=2000.000000
     MyDamageType=Class'PerksSimHostOrg.DamTypeRaijinW'
     ExplosionDecal=Class'KFMod.FlameThrowerBurnMark'
     LightType=LT_Steady
     LightHue=45
     LightSaturation=169
     LightBrightness=90.000000
     LightRadius=16.000000
     LightCone=16
     StaticMesh=StaticMesh'EffectsSM.Weapons.Ger_Tracer_Ball'
     bDynamicLight=True
     AmbientSound=Sound'KF_BaseHusk.Fire.husk_fireball_loop'
     DrawScale3D=(X=100.000000,Y=100.000000,Z=100.000000)
     AmbientGlow=254
     bUnlit=True
     SoundRadius=3000.000000
     CollisionRadius=25.000000
     CollisionHeight=25.000000
}
